My Cards IdeasDo you need to make a card picture so that it have a chance???
Telepathy / Advanced Telepathy
5
/ 6
Spell
The monster targeted by this spell will act for you for 1 turn. While this spell is in effect, the target creature gains immateriality / The monster targeted by this spell will act for you for 2 turn. While this spell is in effect, the target creature gains immateriality.
Wall / Reinforced Wall
5 Random / 6 Random
Permanent (Shield)
This shield will block 25 physical damages. / This shield will block 50 physical damages.
Lynx / Wolf
4
/ 6
5 Att | 3 HP / 7 Att | 5 HP Note: This might not have a good Att-HP / Quantum rate. If yes, please tell me.
Elements new more "mid-class" monsters. Monsters with nothing special, no big ability, just normal monsters.
Haze / Deadly Haze
5
/ 6
Permanent
All non-Death and non-Darkness creatures have 35% to gain 1 poison damage. Your enemy is also targeted by this. / All non-Death and non-Darkness creatures have 50% to gain 1 poison damage. Your enemy is also targeted by this.
The "Critical" abilityAll monsters should have 2%-5% to deal twice damage. It's just to have a more luck related stuff in the game.
Warrior / Rogue
4
/ 5
4 Att | 4 HP / 7 Att | 5 HP
Ability: This monster have 10% chances to deal a Critical shot. Note: By "Ability", rather than Skill, I mean that it is automatic, like the Devourer's quantum eating Ability.
Luck / Improved Luck
4
/ 5
Permanent
All Percentage based actions will have 5% more in your favor. / All Percentage based actions will have 10% more in your favor.
Note: For example, the Improved Dusk have 50% to make a creature miss, so if a creature is attacking you while you have a Improved luck in effect, the Improved Dusk will act with 60% chance to make that creature miss. If you are attacking, then the Improving Dusk will have only 40 % making the creature miss.
12 Shards of the Elements This ideas comes from the "7 shards".
Those Shards are unstackable. 1 per player.
Shard of Immateriality
All Immaterial creatures have a 50% chance to gain +1 Att / +1 HP per turn.
Shard of Aerodynamism
Any Air creatures have 50% to Dive. (Already Diving creature are not affected.)
Shard of Vampirism
Any Darkness creatures have 50% that their damage is returned to their owner. (Vampire creatures are not affected.)
Shard of Resurrection
An Elite Skeleton will be generated each time a card is drawn.
Shard of Fortification
All Earth creatures gains +1 HP per turn.
Shard of Paradox
All Entropy creatures will gain between +0-2 Att and +0-2 HP per turn.
Shard of Wrath
All Fire creatures will gain 10% of the Shard owner physical attacking power per turn. (Or maybe not. This could be OP.)
Shard of Momentum
All Gravity creatures have 50% to gain Momentum. Gravity Monsters only have 1 chance to gain Momentum.
Shard of Adrenaline
All Life creatures have 50% to gain Adrenaline. Life monsters only have 1 chance to gain Adrenaline.
Shard of Perfection
All Light creatures are healed by 2 HP per turn. A Ray Of Light is generated per turn.
Shard of Control
Draw two cards per turn.
Shard of Ice
All non-Water creatures have 25% of Freezing. All frozen creature have 25% of losing 1 Att. Att will not drop under 0.
I had made a topic about my global ideas and it got Deflagrated... Anyone got a Quint because I don't want to get this one deleted for nothing.